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tokikake

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Everything posted by tokikake

  1. I have not seen this problem before (or could adjust some property then do again, it have wroked,,) But about sculpt mesh (made by rotate surface), I can not manually retopo with Stroke and path. it only generate 2 side(first and end) poligons around sculpt mesh. I change stroke ,path more short (just start from bottome to middle height of mesh) but it show same. (only 2 line poligons are generated) Can someone test this scene please? https://www.dropbox.com/s/fl1c0ucuthywvht/vasetest.3b?dl=0 At first I tried to keep Suface mode (sculpt mesh), and change as Voxel mode (with dense), after all not work. change Spline points density high and low, neither not work . So I think I miss use some option,, my 3d coat version is 4.8.38.SL (windows 64bit Open GL)
  2. Thanks I got many spam Email from mantis a few days ago,, ,,^^; so prefer direct report to support .
  3. tokikake

    Blender 2.82 Applink

    Ah OK, it seems work. It just not export alpha map, then it cause erroer, if I use RGB with alpha for diffuse, then not export alpha map, it work, and not change object, mesh name. (though I only export and return material test,, but now I could confrim it work )
  4. tokikake

    Blender 2.82 Applink

    hmm,, I test with 2 material object , without change any setting, but it seems can not import one of material textures at all. in blender I duplicate, and set name for obj and mesh separately. then export as usual way. (keep open 3d coat, then use "send" then modify materials and save for original apps. File "C:\Users\TAKE\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\io_coat3D_beta\__init__.py", line 1243, in run_import_periodically bpy.ops.import_applink.pilgway_3d_coat() File "C:\myprograms\blender-git\build_windows_Release_x64_vc15_Release\bin\Release\2.81\scripts\modules\bpy\ops.py", line 201, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Traceback (most recent call last): File "C:\Users\TAKE\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons\io_coat3D_beta\__init__.py", line 1056, in execute tex.matlab(objekti,mat_list,texturelist, is_new) File "C:\myprograms\blender-git\build_windows_Release_x64_vc15_Release\bin\Release\2.81\scripts\addons\io_coat3D\tex.py", line 849, in matlab readtexturefolder(objekti,mat_list,texturelist,is_new, udim_textures) File "C:\myprograms\blender-git\build_windows_Release_x64_vc15_Release\bin\Release\2.81\scripts\addons\io_coat3D\tex.py", line 348, in readtexturefolder createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new) File "C:\myprograms\blender-git\build_windows_Release_x64_vc15_Release\bin\Release\2.81\scripts\addons\io_coat3D\tex.py", line 514, in createnodes CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup, KeyError: 'alpha' though I do not know if it only about alpha problem (I tried to export alpha map
  5. tokikake

    Blender 2.82 Applink

    thanks I try it. and reply later. it is good chance for me too. to understand more about 3d coat texureing work flow. at same time, as for me, I have not tried to import mesh which build in 3d coat from your plug in, fully. mainly have used to export from blender then make texture, And most of case I may not return mesh, only improt texture (material) then I believe, other user need more test too. Then if it is only problem for me, (actually there is no other user who hope to change current way, I feel) I expect you keep git version as stable. (untill I could offer full report, about all import export options ,,)
  6. tokikake

    3DCoat 4.9 BETA testing thread

    I test with 4.9.02 SL I do not know if I miss usage, but I can not freeze, or erase with stencil and FIll tool options, what I need to . 1. generate or import cube in paint room. 2. on layer 1. Fill color as you like. (I activate color only) 3. on layer 1 . select stencil texture, then set Fill tool option as Fill w eraser. 4. click" Layer" in Fill tool option to erase all layer with stencil texture. and hide layer 0. it not work as it should be. stencil can not count to erase at all. 5 if I click on surface with brush, stencil seems work but, the stencil arrange distorted strange way. it not matter which mapping option I choosed. This is drop box link of movie (mp4) https://www.dropbox.com/s/13cy0hef6fk29z8/coattest2.mp4?dl=0 Then if I just color with use same brush setting, (fill tool) then click on surface, it work as it should be. (view port image and painted arrangement is same) And I can fill color with stencil just click (Layer, or surface Mat, or object) option button, in Tool options, it work. so erase and freeze option seems break somehow, with use FIll and stencil .
  7. tokikake

    Blender 2.82 Applink

    Haikalle thanks,, and may I ask you, if you can up-date plug in not auto-set object name = mesh name still? I understand, most of case it cause no problem but with play mesh and rigs etc,, and when I set individuall name for object and mesh (data) in blender, I hope to keep my customized one ^^; I know most of case, driver or custom properties work, but it cause problem about script which need to check object name . at current my work flow is untill export mesh, I duplicate mesh (and duplicate material too, with user preference setting then keep default one) but hope if I can just export. (but plug in not auto-set object name = mesh name)
  8. tokikake

    3DCoat 4.9 BETA testing thread

    Though it depend each user work-flow, but I hope when up-date, it offer option for invert about bump(normal), color, roughness, metalness, with check box. then user can modify, how ctrl work. (there are many ways to improve, eg,, use another modifier key (eg use alt+ then assgin it for color invert only ,,, at current shift + assgin smooth, but maybe offer with check box, which user can full customize for invert, may be best solution .( it not mater how default work, if we can edit it easy)
  9. tokikake

    Blender 2.82 Applink

    Then there should be case, user just hope to export alpha as "Jpeg" non color map, (then may invert and use for iray cut out opacity, or old opacity map) and for blender may plan to use jpeg black and white values, as alpha value. so about this case (export alpha as jpeg etc, ),, plug in need to use "color" socket to connect alpha. Though I do not know, which type alpha map, this plug in will support , (eg only export alpha with png or black and white as alpha value.
  10. tokikake

    Blender 2.82 Applink

    Do you prefer Eevee for render or cycles? if you use Eevee render engine (2.8 default) need some tweaking about alpha to show correctly. and eevee have some problem about alpha. (it can not render compelx node group which use refraction, correctly, eg lyaered refraction) but if you only need alpha to get opacity mask, it work without problem.I may offer setting image. And even though at current add on not full support aboug alpha, you can pick up texture from exported mesh location. (the setting is decided from add on UI.) scene property object/texture folder. 3d coat export all texture and mesh (with option) there. when you up-date texture in 3d coat (export for original app) . 1. set texture/file path for add on. 2 launch 3d coat, then use blender plug in, export for 3d coat from tool panell 3 make material with use mask stencil or set smart material etc, then "should hide layer 0" when export (it is already colored, then hide it to keep alpha transparent) I think there are some ways to export alpha map but usualy I just set up like this. then ok. in blender node editor, open 3d coat group nodes. then add one more image texture node, open and select the alpha map which exported from 3d coat export directory, then connect image to 3d coat group out put node >alpha socket (as you know I connect from exported alpha map, not use diffues alpha about this test) I do not know, which color space is best for this case, but basically I believe I can set" Non-Color" for alpha only map. (then I assume I may need not use png, but it should export alpha, then I use it,, ) any advice is welcom (eg I must need to use color out put node,, etc ^^; I do not know,) then it work with cycles like this for eevee, just use same node gorup, but you need to set srender setting to scrren space reflection, and refraction ON first. and change alpha setting for materials. You may play with each mode of material refraction setting.
  11. tokikake

    Blender 2.82 Applink

    Thanks haikalle
  12. tokikake

    trace back error need help

    I am not vendor of app link, but I remember there were many setting problem to set export and import folda for app link with blender 2.7.. long time. it sometimes happen, but when blender up-date or 3d coat up-date, I often need to serch around setting file, to work them correctly. and edit exchange file etc... it is actually complex. (though sometimes I could edit it work,, ) so I recommend move to 2.8, with blender app link (which is already added for 2.8 rc versions. by hikalle) , about recent versions, I have no issue to set-up directory etc. (it is already packaged as 2.8 community add-on , then you just need to activate it in 2.8 add on tab) (and I can set individual directory for export and import mesh too, it is really huge improvement to manage assets)
  13. tokikake

    3DCoat 4.9 BETA testing thread

    I only download 4.9.01 SL version, then do same thing, (use same FBX with UDIM) , it could load as separate UV sets (1001 to 1008 UV tiles) so I afraid you may need to offer FBX which cause issue, to re-produce bug .(I know there are many case which depend on each user setting when report problems) and thanks 3d coat team, you keep up-date often without any addotional payi I do not hesitate to buy again, if there will be 5.0 in this year. 3d coat price is reasoanble for me.. (it is only my view ,,)
  14. tokikake

    3DCoat 4.9 BETA testing thread

    I have not installed new 4.9 version (suprised thanks!!,) so if udim import not work any-more,, I really hope up-date ^^; but just test with 4.8.44 SL GL (windows 10) with paint room,, and UDIM mesh (1001 to 1008) import (FBX), it work as same as before. with "IMPORT UV TILE AS SETS" (ON) , but not use "Treat materials as separate texture" I set import dialogue option, like this. then it can load UDIM tiles as separate UV sets. (though all material name change as UDIM tile name, it is how 3d coat work) Then,, before I could adjust each UVtile with old versions,, (can adjust each UV set texture size in import dialogue I believe. . eg 1024 or 2048 , for each UDIM tile. but current import dialogue only show one UV set as uvset name, with this setting I feel. then not up-date them, even though I change options.(so it not clear show each UV tile name ) before, ,it showed 1001 , 1002, 1003,,, each tile name and can change resolution separately,, is not it? Though I can still use Edit>mesh and texture resolution menu. then can manage them,. (so it is not heavy issue,,) Anyway I may test with 4.9 then report again. (a little bit scared,,) manage UDIM (and material group) is important future for me too.
  15. tokikake

    How 3d coat manage extended texture and UV layout?

    I see. thanks you confirm. change U and V direction, texture scale with UV-mapping cordinate is important future, and it need preview to adjust precisely (or it not show good material for tiling) And I understand why 3d coat inform, to unwrap and not tile many, but I think there should be way not lost peformance drastically. eg only render, the selction currently colored as PBR, but repeated parts render more simply.(only show appearance as non color etc)
  16. Hi usually I keep UV dimension, in each UV set or arrange as UDIM manner, but there is case, I hope to use small resolution image then repeat to get huge wall or rope etc, but keep detail bump or symbol etc, though it just repeated) like this pic,, (Just example,) How 3d coat manage these extended (flow over UV 1 units range,) ? or what workflow can I choose to paint these mesh with UV in 3d coat? (eg paint diffuse and normal texture like the way, in 3d coat,, or import those mesh with texture and keep UVlayout, then modify them,,) .I suppose, it can be done with PBR mateirlal editor (just set cordinate as UV then repeat. ,,(I think it is default), , but can I unwrap such way in 3d coat , then paint texture without any issue? why I ask it, 3d coat complain, when I import such mesh with uv.. (3d coat recommend me, to unwrap again, or auto- unwrap, then arrange UV in unit)
  17. tokikake

    How 3d coat manage extended texture and UV layout?

    Hi carlosan, no it is not UDIM. it is just UV unwrap, but I intend to be out of range from one UV tile.(texture size) to use repeat (or extended) it cause no problem when render. But when I import these mesh which have UV island out of range , to modify materials, , 3d coat usually infrom , like that, Then 3d coat seerms auto set UV map typing, as Auto mapping of import dialogue (in paint room) Though I can force to import with keep UV set, but I feel if it is not supprt officially. actually 3d coat FPS down hard. (though I suspect, 3d coat try to paint repeatedly , then may cause issue,) And is there way to change scale about U and V direction, with preview options when cordinate = UV-mapping, with smart material and stencil? I hope to adjust only U or V scale to set pattern precisely with use smart material. but when projection type = UV map, But when projection type = UV, I could only adjust full scale. (can not scale vertically or holizontially) Is there any option, which can change U and V scale for projection? usually we can tweak UV with see render, but it is difficult about 3d coat. (I need to change room to tweak UV, so I suppose there should be way to adjust UV scale for U and V direction only... )
  18. tokikake

    Blender 2.82 Applink

    Hi haikalle When I use alpha , then send buck to blender, your plug in 3d coat node group already have alpha socket but they not connected untill I manually plug them. 2 place need to be connect manually. 1. For 2.8 as you know, principled bsdf finally add alhpa node to make opacity easy (not transparent properaty= refraction) then I assume 3d coat node gorup alpha auto connect to princpled bsdf alpha. at same time it need to set default alpha value as 1.00(white) for your node group. or it may show transparent, if plug in auto connect them to pricnpled alpha input. at current plug in seems not auto-connect alpha, but if auto connect it may cause problem. 2 . in coat node group, most of case, we only need to pick up alpha form color (diffuse) texture map alpha , then connect it 3d cpat gorup node alpha input. if user do not set diffuse as RGBA, plug in need not connect alpha. but basically as default , I think, plug in can connect alpha node when there is color map. even though user set color as RGB only. ideally (though it is not so important,) there is case only alpha map user will hope to send to blender, then use the alpha map for blender material nodes alpha. I hope plug in can manage it (as future request), because we can use alpha de-couple from color or diffuse map. (if you can) eg,, when there is alpha or opacity map user set, use the alpha for 3d coat node gorup alpha. (it depend user, how set export setting, most of user may just use deffuse alpha, I think,, but there may be case user only make alpha map then use it for blender node)
  19. tokikake

    Blender 2.82 Applink

    If I did simple mistake, but about recent blender 2.8 versions (beta), I can not find this add on. with preference. I usually use Git to make up-date and make release. untill compile, (make update by batch file) I delete old directory, . then it should install this add on in dafault add-on directory,, before I can easy find your add-on in preference but about recent version I could not . (but I see first generate cube always show custom property of this add on still) Is there new change, or I need to manually download this add on and set-up? Sorry,, do not mind please,,,, I forgot this add on is grouped as community and not check it when serch ,^^;
  20. tokikake

    3DCoat 4.8 BETA testing thread

    Then I hope to report one problem which I now start to play new beta ^^; (3d coat 4.8.39 SL) windows 64bit (OpenGL) Usually I do not use full window, then I often edit window size, but when I edit window size, by just drug border of 3d coat window, it again and again open start menu,,(of course I closed it), ,I do not know why it happen.
  21. tokikake

    3DCoat 4.8 BETA testing thread

    Though it may not cause any problem, but for other new users or if someone hope to know more easy way to use custom user directory, I recommend this link pdf (and Carosan already offer link in 3d coat forum topic too thanks) http://pilgway.com/~sergyi/Docs/CustomDocumentsFolder.pdf so you may only need to set enviroment "path" , as discribed. before I had used the "coat_data_path.txt" but, set enviroment path seems more easy and maybe we have set enviroment path , then know well how to set path (eg install python ,java etc)
  22. tokikake

    Blender 2.82 Applink

    Yes! I really surprised because, I did not try to import textured mesh, from 3d coat to blender . (usually I start blender, then export and re-import, but sometimes I start in 3d coat, then did not know ,how plug in work with the case,,) and have not thought it is so easy! I really thanks. all your work and AbnRanger tutoriall . ( I hoped , AbnRanger would make blender applink tutoriall ^^, (because there was video for 3d max, and mode ^^; ) I always check and see AbnRanger training video when up-dated.
  23. Yes thanks! then I think, my mesh seems too thin when I generate with swept rotation. as Tony adviced,,, (so it cause double side mesh ) if I set plenty thickness when generate , and remove curve,, and voxelize, seems work.. ( keep thin voxel mesh for bake only, copy another mesh which add more thickness and voxelize,, may work I feel,, I may try again,, this workflow.
  24. Yes I understand what Tony mentioned. but I could not clean it well about the mesh (surface) generated by the swept rotate surface tool. I tried it change as voxel . then scale,, and fill or close hall ,smooth etc , but there seems issue here or there in volume. (voxel arrange is somehow different from usuall clean voxel mesh),, then after all,, test with Surface mode. As for me, I can not find issue about the mesh. but apreciate if you test the file. (up-loaded link)
  25. Thanks to take your time Carlosan. Then as you know, I made this mesh, to test new Swept Curve option (Rotate Surface), htne it seems not work for me. but when I made almost same shape (voxel), by Primitive tool (adjust curve graph) , then Strokes tool not cause issue. I think if mesh made by swept tool (surface mode) can keep edge shape good, but cause kind of problem when re-topo with strokes tool ,, Though there may be workflow, voxelize and clean it. (I could not do it well)
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